gl_stream_buffer: Use InvalidateBufferData instead unmap and map

Making the stream buffer resident increases GPU usage significantly on
some games. This seems to be addressed invalidating the stream buffer
with InvalidateBufferData instead of using a Unmap + Map (with
invalidation flags).
This commit is contained in:
ReinUsesLisp
2020-06-18 21:53:47 -03:00
parent aee540a7c9
commit d636cb75f3
2 changed files with 5 additions and 15 deletions
@@ -57,30 +57,21 @@ std::tuple<u8*, GLintptr, bool> OGLStreamBuffer::Map(GLsizeiptr size, GLintptr a
bool invalidate = false;
if (buffer_pos + size > buffer_size) {
MICROPROFILE_SCOPE(OpenGL_StreamBuffer);
glInvalidateBufferData(gl_buffer.handle);
buffer_pos = 0;
invalidate = true;
glUnmapNamedBuffer(gl_buffer.handle);
}
if (invalidate) {
static const GLbitfield flags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT |
GL_MAP_INVALIDATE_BUFFER_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
MICROPROFILE_SCOPE(OpenGL_StreamBuffer);
mapped_ptr = static_cast<u8*>(
glMapNamedBufferRange(gl_buffer.handle, buffer_pos, buffer_size - buffer_pos, flags));
mapped_offset = buffer_pos;
}
return std::make_tuple(mapped_ptr + buffer_pos - mapped_offset, buffer_pos, invalidate);
return std::make_tuple(mapped_ptr + buffer_pos, buffer_pos, invalidate);
}
void OGLStreamBuffer::Unmap(GLsizeiptr size) {
ASSERT(size <= mapped_size);
if (size > 0) {
glFlushMappedNamedBufferRange(gl_buffer.handle, buffer_pos - mapped_offset, size);
glFlushMappedNamedBufferRange(gl_buffer.handle, buffer_pos, size);
}
buffer_pos += size;
@@ -48,7 +48,6 @@ private:
GLuint64EXT gpu_address = 0;
GLintptr buffer_pos = 0;
GLsizeiptr buffer_size = 0;
GLintptr mapped_offset = 0;
GLsizeiptr mapped_size = 0;
u8* mapped_ptr = nullptr;
};